From the article archive
Writing Practice, Jan. 8 2002
"The clouds far ahead have piled up in great, gray mounds to reach miles into the sky. Great bolts of lightning dance around, within, and beneath the storm while rain descends in near solid sheets. The wind is starting to pick up."
Most adventures occur either during bright, sunny days, or clear, moonlit nights. Never a sign of rain, snow, or wind as our characters delve into dungeons deep or explore castles forlorn. Unless, of course, the adventure has weather written into it. Thus we miss out on phenomena that can add so much to our games.
The first thing to remember is that weather goes on all the time. A day may start out overcast in the morning, clear in the afternoon, with fog rolling in at eventide. A storm can build far off on the plains and arrive with torrential rains in but a few hours. Hot, dry winds could arise from the desert to blow dust into everything, and shorten tempers all around. Even when it is a bright, sunny day thatÕs an example of weather.
The important thing is to include descriptions of the weather all the time. Even if itÕs only to confirm that it is a bright, sunny day. It is especially important to remind the players of changes in the weather. Most certainly when the change can have a serious impact upon the party. Get the group used to having weather around, mindful of how it affects them. When major storms are a part of the background, it becomes harder to tell when a wizard raises one against the party.
Weather can make life more interesting for adventurers. Adding to the feel of a place. Delaying the party for a time. Making travel hazardous. Bringing aid from time to time.
"The clouds still hang low and heavy above you. Great drifts of snow rest against the walls of the hill giants' steading, with one blocking the door. It will take some time to clear it. Over the steading roiling smoke rises into the sky, disappearing into the clouds above. You can hear the sound of hill giant revelry from within the building, sharp in the pellucid air. Amid the laughter and shouting there comes a scream, a scream that is cut short. It has started snowing again."
Properly used weather can add a great deal to your world, make life more interesting for your players. Weather can make your world come to life, make it seem more real to your players and help them get into the adventures better.
Establish what the climate is for a region or area, and what the weather pattern is like over the course of the year. Be consistent in when weather occurs, with a few surprises to keep your players on their toes. Be consistent about your use of weather, saving the odd occurance for rare moments
Before the white man came with his cattle New Mexico had great arid grasslands. During the day the grass would release water to the air, which would condense into clouds high in the sky. At night the temperature would drop, and with that drop the clouds would release their water as rain. A steady circle that went on for centuries. A little something you might think of including if there are any arid grasslands on your world.
*****
Coming up: Tomorrow an essay on pets in RPGs. Got to talking with Margaret Weis about dogs and cats and critters in general and thatÕs what gave me the idea. On Thursday one about death in RPGs, and why it's a good idea to remind your players that adventuring could be a deadly enterprise. Should also include a bit on why it's a bad idea to let your players win, instead of making sure they've earned the victory. Nothing definite for Friday, but I should think of something. I'll see you later.
Alan
Most adventures occur either during bright, sunny days, or clear, moonlit nights. Never a sign of rain, snow, or wind as our characters delve into dungeons deep or explore castles forlorn. Unless, of course, the adventure has weather written into it. Thus we miss out on phenomena that can add so much to our games.
The first thing to remember is that weather goes on all the time. A day may start out overcast in the morning, clear in the afternoon, with fog rolling in at eventide. A storm can build far off on the plains and arrive with torrential rains in but a few hours. Hot, dry winds could arise from the desert to blow dust into everything, and shorten tempers all around. Even when it is a bright, sunny day thatÕs an example of weather.
The important thing is to include descriptions of the weather all the time. Even if itÕs only to confirm that it is a bright, sunny day. It is especially important to remind the players of changes in the weather. Most certainly when the change can have a serious impact upon the party. Get the group used to having weather around, mindful of how it affects them. When major storms are a part of the background, it becomes harder to tell when a wizard raises one against the party.
Weather can make life more interesting for adventurers. Adding to the feel of a place. Delaying the party for a time. Making travel hazardous. Bringing aid from time to time.
"The clouds still hang low and heavy above you. Great drifts of snow rest against the walls of the hill giants' steading, with one blocking the door. It will take some time to clear it. Over the steading roiling smoke rises into the sky, disappearing into the clouds above. You can hear the sound of hill giant revelry from within the building, sharp in the pellucid air. Amid the laughter and shouting there comes a scream, a scream that is cut short. It has started snowing again."
Properly used weather can add a great deal to your world, make life more interesting for your players. Weather can make your world come to life, make it seem more real to your players and help them get into the adventures better.
Establish what the climate is for a region or area, and what the weather pattern is like over the course of the year. Be consistent in when weather occurs, with a few surprises to keep your players on their toes. Be consistent about your use of weather, saving the odd occurance for rare moments
Before the white man came with his cattle New Mexico had great arid grasslands. During the day the grass would release water to the air, which would condense into clouds high in the sky. At night the temperature would drop, and with that drop the clouds would release their water as rain. A steady circle that went on for centuries. A little something you might think of including if there are any arid grasslands on your world.
*****
Coming up: Tomorrow an essay on pets in RPGs. Got to talking with Margaret Weis about dogs and cats and critters in general and thatÕs what gave me the idea. On Thursday one about death in RPGs, and why it's a good idea to remind your players that adventuring could be a deadly enterprise. Should also include a bit on why it's a bad idea to let your players win, instead of making sure they've earned the victory. Nothing definite for Friday, but I should think of something. I'll see you later.
Alan
Recovered from the Gaming Outpost database backup. Original wording is preserved; damaged punctuation and presentation markup have been repaired. Historical links without a local match point to the Internet Archive.
